Large Monstrosity, Neutral
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 20 ft., Swim 40 ft.
STR
17 (+3)
DEX
12 (+1)
CON
17 (+3)
INT
6 (-2)
WIS
13 (+1)
CHA
6 (-2)
Saving Throws STR +6
Damage Resistances Poison
Condition Immunities Blinded
Senses Darkvision 120 ft., Passive Perception 11
Languages None
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Limited Telepathy. The horror can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Actions

Multiattack. The horror makes three attacks: one with its bite or vomit, and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature it must make a DC 13 Constitution save or suffer 1d6 psychic damage and become haunted by a nightmare disease. Every time the creature takes a long rest they must make the saving throw again or suffer 2d6 psychic damage when the rest is finished.

Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) piercing damage.

Vomit Filth. Range Weapon Attack: The horror sprays a cone of vomit 30 ft. long. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) poison damage and be knocked prone. On a successful save, the target takes half the poison damage and isn't knocked prone. The area the vomit hits becomes rough terrain until the vomit dries at the end of the Horror's next turn.

Habitat: Underdark

ThunderSmacks

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